This allows node type init code to have access to the nodetree type object (needed to allow generic muting node initialization). Huge and boring edits...
148 lines
4.5 KiB
C
148 lines
4.5 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/shader/nodes/node_shader_vectMath.c
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* \ingroup shdnodes
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*/
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#include "node_shader_util.h"
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/* **************** VECTOR MATH ******************** */
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static bNodeSocketTemplate sh_node_vect_math_in[]= {
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{ SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{ SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_vect_math_out[]= {
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{ SOCK_VECTOR, 0, "Vector"},
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{ SOCK_FLOAT, 0, "Value"},
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{ -1, 0, "" }
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};
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static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
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{
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float vec1[3], vec2[3];
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nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
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nodestack_get_vec(vec2, SOCK_VECTOR, in[1]);
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if(node->custom1 == 0) { /* Add */
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out[0]->vec[0]= vec1[0] + vec2[0];
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out[0]->vec[1]= vec1[1] + vec2[1];
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out[0]->vec[2]= vec1[2] + vec2[2];
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out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
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}
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else if(node->custom1 == 1) { /* Subtract */
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out[0]->vec[0]= vec1[0] - vec2[0];
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out[0]->vec[1]= vec1[1] - vec2[1];
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out[0]->vec[2]= vec1[2] - vec2[2];
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out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
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}
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else if(node->custom1 == 2) { /* Average */
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out[0]->vec[0]= vec1[0] + vec2[0];
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out[0]->vec[1]= vec1[1] + vec2[1];
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out[0]->vec[2]= vec1[2] + vec2[2];
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out[1]->vec[0] = normalize_v3( out[0]->vec );
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}
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else if(node->custom1 == 3) { /* Dot product */
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out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
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}
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else if(node->custom1 == 4) { /* Cross product */
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out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]);
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out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
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out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
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out[1]->vec[0] = normalize_v3( out[0]->vec );
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}
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else if(node->custom1 == 5) { /* Normalize */
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if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
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out[0]->vec[0]= vec1[0];
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out[0]->vec[1]= vec1[1];
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out[0]->vec[2]= vec1[2];
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}
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else {
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out[0]->vec[0]= vec2[0];
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out[0]->vec[1]= vec2[1];
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out[0]->vec[2]= vec2[2];
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}
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out[1]->vec[0] = normalize_v3( out[0]->vec );
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}
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}
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static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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{
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static const char *names[] = {"vec_math_add", "vec_math_sub",
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"vec_math_average", "vec_math_dot", "vec_math_cross",
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"vec_math_normalize"};
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switch (node->custom1) {
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case 0:
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case 1:
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case 2:
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case 3:
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case 4:
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GPU_stack_link(mat, names[node->custom1], NULL, out,
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GPU_socket(&in[0]), GPU_socket(&in[1]));
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break;
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case 5:
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if(in[0].hasinput || !in[1].hasinput)
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GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
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else
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GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));
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break;
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default:
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return 0;
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}
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return 1;
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}
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void register_node_type_sh_vect_math(bNodeTreeType *ttype)
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{
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static bNodeType ntype;
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node_type_base(ttype, &ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, NODE_OPTIONS);
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node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out);
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node_type_size(&ntype, 80, 75, 140);
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node_type_label(&ntype, node_vect_math_label);
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node_type_storage(&ntype, "node_vect_math", NULL, NULL);
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node_type_exec(&ntype, node_shader_exec_vect_math);
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node_type_gpu(&ntype, gpu_shader_vect_math);
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nodeRegisterType(ttype, &ntype);
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}
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